/**
 * UFO Pawn Class
 * Uses for alien pawns
 */
class xT_Pawn_Alien_High extends xT_Pawn_Alien
	placeable;

DefaultProperties
{
	mExpForKill = 20

	Defence = (Head = 20, Torso = 40, Arms = 30, Legs = 30, Other = 10)

	SoundGroupClass = class'xT_SoundGroup_Alien'

	Begin Object Name=PawnSkeletalMeshComponent
		SkeletalMesh = SkeletalMesh'CH_Al_High.Mesh.CH_Al_High'
		PhysicsAsset = PhysicsAsset'CH_Al_High.Mesh.CH_Al_High_Physics'
		AnimTreeTemplate=AnimTree'CH_Al_High.Mesh.CH_AI_High_AnimTree'
		AnimSets(0)=AnimSet'CH_Al_High.Anims.CH_Al_High_Anim'
		//AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'	
	End Object

	BloodColor = (R=1.0,G=1,B=0,A=1.0)

	BloodEffects[0]=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_Corrupt_Far',MinDistance=750.0)
	BloodEffects[1]=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_Corrupt_Mid',MinDistance=350.0)
	BloodEffects[2]=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_Corrupt_Near',MinDistance=0.0)

	HeadShotEffect=ParticleSystem'T_FX.Effects.P_FX_HeadShot_Corrupt'

	BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_OilDecal_Small01'
	BloodPoolDecalMaterial = DecalMaterial'xT_Decals.Materials.FX_Blood_Decal_Large'

	GibExplosionTemplate=ParticleSystem'T_FX.Effects.P_FX_GibExplode_Corrupt'

	HeadGib=(BoneName=b_Head,GibClass=class'xFX_Gib_RobotHead',bHighDetailOnly=false)

	Gibs[0]=(BoneName=b_LeftForeArm,GibClass=class'xFX_Gib_RobotArm',bHighDetailOnly=false)
	Gibs[1]=(BoneName=b_RightForeArm,GibClass=class'xFX_Gib_RobotHand',bHighDetailOnly=true)
	Gibs[2]=(BoneName=b_LeftLeg,GibClass=class'xFX_Gib_RobotLeg',bHighDetailOnly=false)
	Gibs[3]=(BoneName=b_RightLeg,GibClass=class'xFX_Gib_RobotLeg',bHighDetailOnly=false)
	Gibs[4]=(BoneName=b_Spine,GibClass=class'xFX_Gib_RobotTorso',bHighDetailOnly=false)
	Gibs[5]=(BoneName=b_Spine1,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[6]=(BoneName=b_Spine2,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[7]=(BoneName=b_LeftClav,GibClass=class'xFX_Gib_RobotChunk',bHighDetailOnly=true)
	Gibs[8]=(BoneName=b_RightClav,GibClass=class'xFX_Gib_RobotArm',bHighDetailOnly=true)

	//DeathMeshSkelMesh = 
	//DeathMeshPhysAsset = 
	//SkeletonBurnOutMaterials[0] = 

	DefaultPhysics = PHYS_Flying

	Name="Default__xT_Pawn_Alien_High"
}